Mitigating the challenges of mobile games-based learning through gamified lesson paths

Piki, Andriani orcid iconORCID: 0000-0003-0376-1713, Stefan, Ioana Andreea, Stefan, Antoniu and Gheorghe, Ancuta Florentina (2021) Mitigating the challenges of mobile games-based learning through gamified lesson paths. In: The 19th World Conference on Mobile, Blended and Seamless Learning (mLearn 2020), 2-4 November 2020, Online.

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Official URL: https://www.learntechlib.org/p/218890/

Abstract

The application of gamification in both educational and vocational training contexts is commonly associated with learner engagement, improved learning outcomes, and increased performance. While the benefits of gamification are evident in these contexts, the creation of gamified learning spaces, especially those that employ mobile technologies, remains challenging. This paper explores the key challenges discussed in the literature in relation to mobile games-based learning, and presents the Authoring Tool for Gamified Lesson Paths (AT-GLP) which incorporates a set of features teachers can utilise to create gamified lesson paths playable on both desktop and mobile devices. A lesson path can be constructed around a customisable storyline and it can integrate minigames engaging students with the learning content while enabling teachers to evaluate student learning. The authoring tool is the core component of the BEACONING platform which was initially developed to support Science, Technology, Engineering, and Mathematics (STEM) subjects. The system has been implemented across ten countries and has been piloted with over 5000 students. In this paper the authors discuss how the system can be applied in other disciplines, such as language learning, and how it can help mitigate some of the challenges associated with mobile games-based learning. Lessons learnt and suggestions for improvement are also discussed.


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